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- gamer = {}
- minetest.register_item(':', {
- type = 'none',
- wield_image = 'wieldhand.png',
- wield_scale = {x=1,y=1,z=2.5},
- range = 10,
- tool_capabilities = {
- full_punch_interval = 0.9,
- max_drop_level = 0,
- groupcaps = {
- crumbly = {times={[2]=3.00, [3]=0.70}, uses=0, maxlevel=1},
- snappy = {times={[3]=0.40}, uses=0, maxlevel=1},
- oddly_breakable_by_hand = {times={[1]=3.50,[2]=2.00,[3]=0.10}, uses=0},
- cracky = {times={[3]=0.40, [4]=0.30,}, uses=0, maxlevel=2},
- spawn = {times={[1]=.1,}, uses=0}
- },
- }
- })
- gamer.registered_player_models = { }
- -- Local for speed.
- local models = gamer.registered_player_models
- function gamer.player_register_model(name, def)
- models[name] = def
- end
- -- Default player appearance
- gamer.player_register_model('gamer_model.b3d', {
- animation_speed = 30,
- textures = {'gamer_skin.png', },
- animations = {
- -- Standard animations.
- stand = { x= 0, y= 79, },
- lay = { x=162, y=166, },
- walk = { x=168, y=187, },
- mine = { x=189, y=198, },
- walk_mine = { x=200, y=219, },
- sit = { x= 81, y=160, },
- },
- collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
- stepheight = 0.6,
- eye_height = 1.47,
- })
- -- Player stats and animations
- local player_model = {}
- local player_textures = {}
- local player_anim = {}
- local player_sneak = {}
- gamer.player_attached = {}
- function gamer.player_get_animation(player)
- local name = player:get_player_name()
- return {
- model = player_model[name],
- textures = player_textures[name],
- animation = player_anim[name],
- }
- end
- -- Called when a player's appearance needs to be updated
- function gamer.player_set_model(player, model_name)
- local name = player:get_player_name()
- local model = models[model_name]
- if model then
- if player_model[name] == model_name then
- return
- end
- player:set_properties({
- mesh = model_name,
- textures = player_textures[name] or model.textures,
- visual = 'mesh',
- visual_size = model.visual_size or {x=1, y=1},
- })
- gamer.player_set_animation(player, 'stand')
- else
- player:set_properties({
- textures = { 'player.png', 'player_back.png', },
- visual = 'upright_sprite',
- })
- end
- player_model[name] = model_name
- end
- function gamer.player_set_textures(player, textures)
- local name = player:get_player_name()
- player_textures[name] = textures
- player:set_properties({textures = textures,})
- end
- function gamer.player_set_animation(player, anim_name, speed)
- local name = player:get_player_name()
- if player_anim[name] == anim_name then
- return
- end
- local model = player_model[name] and models[player_model[name]]
- if not (model and model.animations[anim_name]) then
- return
- end
- local anim = model.animations[anim_name]
- player_anim[name] = anim_name
- player:set_animation(anim, speed or model.animation_speed, animation_blend)
- end
- -- Update appearance when the player joins
- minetest.register_on_joinplayer(function(player)
- player:get_inventory():set_size('main', 8*3)
- gamer.player_attached[player:get_player_name()] = false
- gamer.player_set_model(player, 'gamer_model.b3d')
- player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
- player:hud_set_hotbar_image("gui_hotbar.png")
- player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
- end)
- minetest.register_on_leaveplayer(function(player)
- local name = player:get_player_name()
- player_model[name] = nil
- player_anim[name] = nil
- player_textures[name] = nil
- end)
- -- Localize for better performance.
- local player_set_animation = gamer.player_set_animation
- local player_attached = gamer.player_attached
- -- Check each player and apply animations
- minetest.register_globalstep(function(dtime)
- for _, player in pairs(minetest.get_connected_players()) do
- local name = player:get_player_name()
- local model_name = player_model[name]
- local model = model_name and models[model_name]
- if model and not player_attached[name] then
- local controls = player:get_player_control()
- local walking = false
- local animation_speed_mod = model.animation_speed or 30
- -- Determine if the player is walking
- if controls.up or controls.down or controls.left or controls.right then
- walking = true
- end
- -- Determine if the player is sneaking, and reduce animation speed if so
- if controls.sneak then
- animation_speed_mod = animation_speed_mod / 2
- end
- -- Apply animations based on what the player is doing
- if walking then
- if player_sneak[name] ~= controls.sneak then
- player_anim[name] = nil
- player_sneak[name] = controls.sneak
- end
- if controls.LMB then
- player_set_animation(player, 'walk_mine', animation_speed_mod)
- else
- player_set_animation(player, 'walk', animation_speed_mod)
- end
- elseif controls.LMB then
- player_set_animation(player, 'mine')
- else
- player_set_animation(player, 'stand', animation_speed_mod)
- end
- end
- end
- end)
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